Skyrim Special Edition
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TheNinjew

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theninjew

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104 comments

  1. mononoki
    mononoki
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    Does LE have one?
    1. theninjew
      theninjew
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      It does, but from what I heard it's non-functioning. Unfortunately I made this in SE and (insofar as I know) you can't convert down.
  2. DLMyst
    DLMyst
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    Does this work with Ordinator Version 9.28.1?
    1. theninjew
      theninjew
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      It should, unless he's changed the keyword system ordinator uses. All the changes I made are to the FMR side of things.
  3. toronagashi
    toronagashi
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    possible vokrii patch ever ? :) thank u for the mod
  4. FnordLightbringer
    FnordLightbringer
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    When I reanimate a few draugr and then Ocato's recital kicks in an casts Earthbound Weapon and Veil of Nature, all my summons die spontanously. This is very annoying. I think I narrowed it down to Earthbound Weapon or Veil of Nature because after I reset my Ocato's Recital, my summons stayed alive.

    The other really offputting bug I found is with the "burn attackers" evolution of Salamander touch. If you have Salamander touch on and then cast something like Winter's Woe that will yank stuff around and some of it may hit you for like 0.3 points of damage, Salamander Touch will happily add a burn DoT. I usually get hit by 5-10 pieces of debris and Salamander Touch does not care and will add 10 stacking DoTs that will basically outright kill me.

    Also, for some reason, many of the spell evolutions from Forgotten Magic will cast on a timer or so, which means that using Become Ethereal lasts for less than a second and will not make sure I don´t die from the Salamander Touch effect.

    I would love to fix these myself, since the papyrus source code format looks straightforward and Skyrim ships with a compiler, but the compiler will only give my a billion warnings about "Unknown user flag Hidden" (!?!?) and "SetTextOptionValue is not a function or does not exist" (huh?), both in script files that I did not ask it to compile (probably automatically included or something).

    EDIT: I also regularly have the effect that using the electric sky-jump spell (Skyfall or so?), I don´t hit any of the 7 bandits standing RIGHT NEXT TO ME at the time. What gives?
    1. theninjew
      theninjew
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      It's not a bug in the mod, from the sounds of it you're running into a mod conflict that's playing havoc with scripted effects. I'd take a look at what in your load order also runs scripted effects during combat/spellcasting at the same time and try pulling them one by one until you find the culprit.

      As for the compiling errors, you need to have the SkyUI SDK installed as Forgotten Magic relies on the MCM functions contained therein.
      https://github.com/schlangster/skyui/wiki

      Even though it's from 2015, 5.1 is still the latest.
  5. kookiekookiekookie
    kookiekookiekookie
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    This is a minor bug, but a bug nonetheless.

    Intuitive Magic is a perk in the Alteration skill tree that, at tier 2, causes all apprentice-level spells to cost 0 magicka to cast.
    Blight Curse, an apprentice-level spell, still displays a magicka cost while Intuitive Magic is obtained (tier 2). This is regardless of the perks for the spell invested in the MCM menu. The issue persists even after removing and re-adding the perk.
    This issue is for the restoration version of the patch, if that makes any difference.
    Loading Forgotten Magic Redone and its children after Ordinator does not fix the issue.

    I will try to fiddle around in xEdit and see if there's anything I can do, but I am no expert and doubt in my ability to fix this issue, so if anyone can help in anyway I'd be grateful.
  6. Jlzbean
    Jlzbean
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    I'm running a Conjuration build, and I noticed an issue with the "Summon Deathguard" spell. It doesn't seem to be affected by Ordinator's perks, because I can only spawn the Deathguard really close to me, and every other atronach stays spawned for 500 seconds at night, while the Deathguard spell doesn't change its length. I read through your changelog and I didn't see anything pertaining to the Summon Deathguard spell in particular. Any way you can look into fixing that? Or direct me to somebody who has? Thank you for your time
    1. theninjew
      theninjew
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      Well I mean... It's a giant skeleton, not an atronach. It's only affected by perks from the undead summons branch of the conjuration tree.
    2. Kudara
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      So in Ordinator not many perks refer to summoned undead, what perks specifically would apply? I can only see Preservation and Undead Crown that would apply to summoned undead... Everything else is reanimated undead.
  7. Sekhmet13
    Sekhmet13
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    I very much enjoyed reading your mod description and changelog. Your humor is amazing and I had to smile at all the hidden gems :) Thank you!
  8. Artica87
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    Hi there. Thanks for the mod (really like the restoration changes).

    If you ever get round to modding again, maybe you could take a look at the following bugs:

    Phantom armour - spectral cloak perk: If being hit by multiple spells, the resistance buff stacks like crazy and causes graphical issues (for example when a fire mage hurls multiple fire spells at you very quickly). SkyUI shows multiple entries of the buff (the buff icons on the in-game screen, not the spell menu) .

    Phantom shroud: Arrows (and sometimes bows) often become invisible (not just ethereal). The bound bow has no issues.
    1. theninjew
      theninjew
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      The Phantom Armor problem sounds like the same scripting problem that Deathly Pall had, where it just endlessly cycles every time it procs without any conditional check to see whether it should or is already working. So yeah, if I get back into this I think I might be able to fix that.

      Phantom Shroud I'd have to look at, I'm not super familiar with what would cause a graphical glitch like that. I might be able to help, I might not.
  9. zeebo30
    zeebo30
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    i'm assuming this patch doesn't work with Legendary Edition?
    1. theninjew
      theninjew
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      Afraid not. You can port mods from Oldrim to SSE, but the opposite seems to be impossible.
  10. Zeda10
    Zeda10
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    Does the cursed rune still being applied multiple times on cast? I had this issue in LE which made a cool hex build impossible since cursed rune would stack debuffs multiple times even with one cast for some reason. So for example on cast would lower the targets magik resist by 100% or the upgrade that makes a target affected by the rune take extra true damage of 10, would take a lot more. It would be cool if you could try to find if this holds true now and if it is an easy fix. I tried to fix it with CK but couldn't.